#shocklands
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rockyalters · 2 years ago
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Breeding Pool ( Nonfoil | Cube Friendly ) - NFS
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sinkingtime · 10 months ago
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In case you're serious:
Manaless Dredge:
It's a strategy built around this mechanic
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though obviously not that particular card, if it's to be "manaless". To be honest, I don't know what their wincon is. Someone more versed come and explain, please.
I do have heard it is the one deck that voluntarily goes second in tournaments, in order to draw and do nothing and discard to excess hand. So that's interesting, if true.
Oops! All Spells:
Built around this card
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where you target yourself, your deck has 0 land cards so you just mill everything. Then
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to reanimate your actual wincon. Originally it was
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though since its printing, they have all been supplanted by
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Belcher:
Built around
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where again, if you had no lands, you'd just reveal everything and do a lot of damage. Though this article implies they've started adding a single Mountain, presumably for the double damage but mostly as a joke.
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mtg players are so funny and for what
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goqmir · 4 months ago
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you sit down at the edh table and across from you is a cute girlboy with auburn hair wearing a slightly oversized yellow t-shirt and fishnets under short shorts. she says she's playing a rakdos storm deck and her commander is Flamewar, a card from the transformers cross-over you completely forgot about. you notice her graphic tee also features a feminine and winking Flamewar-- or you are pretty sure, but cant be certain because the girlboy's substantial tits are heavily distorting the image. attached to the shirt appears to be a few miscellaineous metal pins, including a blue yoshi egg. she rolls a simic gatecrash d20-- "looks like i'm going first~!" gosh, such a pretty voice. she plays a swamp into a blood fountain turn one.
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mtgtips · 1 year ago
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magic cards being "damaged" is their natural state. its not good for them to be caged in sleeves and deckboxes. put pins in your shocklands (:
Magic the Gathering tip: you should throw them in the air and shout WHEEEEE!! it’s enrichment for them
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markrosewater · 8 months ago
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When or If: a cycle of ten dual lands that are at a higher power level than the shocklands but not as good as the Alpha duals, in an Eternal-only legal product?
If. I'm not sure we want to make dual lands more powerful than the shocklands.
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mtg-polls-cube · 6 months ago
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The Basics
The cube is here.
Here's what I'm thinking so far.
The Cube Itself
The cube will be 360 cards
50 cards of each color, about half creature and half noncreature, including monocolored lands
2 nonland cards of each color pair, a creature and a noncreature
30 color-fixing lands, split up into 6 groups of 5; e.g. allied colored shocklands, wedge colored taplands,
1 nonland card for each color triple.
5 utility lands
45 flex spots; mostly colorless cards, but might include cards with 4 or 5 colors, or cards with unusual use of color, like hybrid, monocolor with off-color activations, etc.
The Polls
Each poll will have a theme, e.g. MV 3 or less black kill spell, MV 3-4 white creature w/o flying, enemy-colored land cycle
Each poll will last 24 hours.
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jones-friend · 2 years ago
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So I looked through Strixhaven Commander earlier
Theres a lot of rad cards and weird things in that set. So much gets churned out, I wanted to bring up 10 cards worth pennies from C21 that are worth picking up for your binder.
These are NOT price speculations. These are cards I think play interestingly and are fun for the format.
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Artifact decks LOVE cracking small artifacts open for different ones. There’s a kind of wheel and deal with them, using goblins or trading post to bust em open for something new. Audacious Reshapers is a great new card for the category, producing a new artifact with another left in the gy for recursion. Great for Ichor Wellsprings and the like to crunch em down for a random but likely more useful thing. And if it ain’t great crunch it down again!
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The technique cycle is rad. I think white is the only one I hesitate on. Demonstrate is great and often well worth the extra copy. I feel using the word Interaction to describe removal is being a bit too broad. Removal does’t cover all of interaction, interaction can go beyond removal. I will creative technique a player who is behind and jumpstart their strat to keep from having to solo the stronger player. This card is a red Unexpected Results that can be discounted down to R and works well with Prosper and other cast from exile strats.
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This is more interaction I think people should run. Ideally you use this if you can manipulate the top of your deck or have a high mv. You get more cards drawn in the game and you start chipping life totals faster. It comes out turn 2 and each turn after you draw 2 before you start playing things. I’m a big fan, plus you get insight on what your opponents are drawing.
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This card is clunky at 5 and lots of things you’ll want to cast hurt your life total a good deal, AND its still (1)B. This card is not the most ideal. Its strong if you have life to spare like orzhov lifegain or life to waste like Greven Predator Captain. Not ideal, not perfect, but this card will enable something nutty in the future. Its gonna be bonkers when it happens.
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Essentially a Epic Experiment in blue, Talrand decks get access to whats usually an izzet brand. Its easy to see only casting one card as a downside but really this card digs for a lot of spells then allows you to use one now and keep the rest for later. Great when your spells have delicate timings. Also less likely to be counterspelled than Epic Experiment is.
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Paradox Zone is huge. The first turn you play it the card makes a 2/2 then next turn a 4/4. What makes this card stand out to me is its dual counter nature. The card itself doubles counters, then the tokens it produces have power represented in counters. That is NUTS with any proliferate. If you drop this and get a 2/2, then next turn Proliferate, you will double 3 counters into 6 and make a 6/6 then tick up your 2/2 into a 3/3. Proliferate makes this card pop off and it can be played the turn after you drop Atraxa. With how much counter based keyword tech there is its easy to juice these too. This card can make some wild tokens very quickly.
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Reinterpret has quickly become my favorite counterspell. You can literally get a turn ahead of your opponent with it. The card you cast doesn’t need to share a typing, it just needs to be equal or less mana. This card is ideal for helping spellslinger set up key pieces before popping off, and it can be discounted to UR letting you counter with one blue mana.
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We’d mentioned cracking artifacts earlier. Grinder is a 7/4 menace so you can swing big to deal damage. Its also got mountaincycling so you can discard it to pull a shockland with intent to recur this later. Most importantly you can crack it for a wheel. I find wheeling in monoR artificer to be HUGE. And as a creature you can easily slot it into reanimator builds or sacrifice builds. Its a multipurpose card that refills your hand!
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Im shocked by how little I see this card. This is a card that ends games. This is a card I ended a game with tonight. Spellslinger is an archetype that’s perceived as being creature light, and I think that’s false. Talrand, Murmuring Mystic, Alandra, Unlikely Alliance, Shark Typhoon, Metallurgic Summons, Manaform Hellkite, Zaffai, there’s so many ways to spawn tokens off casts its nuts. Getting the damage buff is already good, getting to copy spells is great, getting to freecast is insane. That’s two magecraft triggers per spell. Tonight I exiled Magma Opus and Ignite the Future giving my dudes +12/+0. And the freecast triggers all your Talrand and Metallurgic Summons again! I prefer this over Mizzix Mastery. MM takes forever to resolve and doesnt move the game along unless you win with storm. Victory buffs your dudes, motivates play through combat, and can lead to a nutty level of casting. Also look at that pest. He’s goin so FAST.
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Its simple. (2)U, copy a dude. Usually your opponent will stop playing dudes, but there’s a few cases where they’ll be unable to. Primal Surge, Genesis Wave, Sudden Disappearance, Living Death, Rise of the Dark Realms, and the best part is you don’t steal it, the threat level is lower and the game can continue. Theoretical Duplication is a great warding card, one that joins in on a crazy turn rather than stops it. I run it in my Riku hugs so I can copy the spell to get 2 dudes for each 1 you get. It is a potent and underrated pick at just 3 mana.
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gemthegerm · 2 years ago
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Breaking News: Mark Rosewater announces exciting new set, a pairing of two favorites: Modern UnHorizons: Untested. It’s all black border. It has a new cycle of “shocklands” that enter untapped if you have been hit by lightning before. It also has Ragavan, Cosmic Monkey, a 2/2 for 1 that makes a treasure token on each players upkeep.
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thecommandertable · 1 month ago
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How to build Commander EDH in 2010
It's summer of 2010 and you're looking for a Magic format to play besides Standard and Extended, so you, like Magic players everywhere, are building your first Elder Dragon Highlander deck. The EDH Rules Committee has recently banned Channel, Staff of Domination and Tolarian Academy—Rofellos too, but only as a general.
Choosing your Commander General
While you *can* use a mono-color legendary creature as a general, most people build around a multicolored legendary creature so they can have access to a greater range of effects. For instance, Kiki-Jiki, Mirror Breaker looks like a cool creature to build around, but your friend plays a Zur the Enchanter deck and always gets Solitary Confinement out—Gambling for Capricious Efreet seems like a really unreliable way to deal with that enchantment. Instead, you'll probably choose one of the 3-color dragons from Planar Chaos, or a 3-color legendary creature from the Shards of Alara block as your general. There are some 5-color options, but most of them care about specific creature types (3 Sliver legends!) and while there aren't any 4-color legends, some people are okay with letting people use one of the five Nephilims as a general.
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Building around your general is important, but make sure that your deck can also function without it! People like to play "tuck" effects that will put your general on the bottom of your library or shuffle it in: Oblation, Proteus Staff, and Hinder are all popular cards in the format.
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How Many Lands? Curve Considerations?
Most EDH playgroups use the Partial Paris mulligan: that means you can keep some of the cards in your initial hand and put the others on the bottom, then draw back up to seven. You can repeat that as many times as you need to, but every time after the first you draw one fewer card. The Partial Paris mulligan means you can regularly get starting hands with 4–5 mana sources while only having around 30 lands in the deck in total. As far as the mana curve is concerned—most 60-card decks have a curve that, depending on the format, center on two or three mana. But in EDH, games go long and players have a LOT of life, so decks are jammed full of 6, 7 and 8-mana cards that have big effects; expect to see haymakers like Insurrection, Tooth and Nail, and Titanic Ultimatum. Consequently, most EDH decks have mana curves that center on 3 or 4 mana.
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Color Fixing
If you're a long-time Magic player, you might have some original dual lands gathering dust in your closet somewhere—unless you play Legacy or Vintage you probably haven't had any use for them—grab those! If you don't have them, don't worry about it too much—in a 40-life format the shocklands are basically equivalent, and those only range from $10–30 whereas the original duals range approximately $30–80 each for their cheapest printings (there's no good reason to spend $80 on a white-bordered Volcanic Island when you can get a Steam Vents for $25). What's important is that you have at least some lands with multiple basic land types so that you can grab exactly what you need with fetchlands. The painlands also benefit from the higher life total (as does City of Brass). The Shadowmoor/Eventide filterlands are a great option and a little cheaper now that they've rotated out of Standard (same for Reflecting Pool). The original filterlands from Odyssey are slightly worse, but still worth playing. At the moment there are only the allied color pairs—but WoTC might finish the cycle sometime in the next few years (no way they'd wait 14 years to do that).
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And in a multiplayer game with all these multicolored generals being played, Exotic Orchard is likely to be able to tap for all of your colors. (Keep in mind that since it's 2010 you won't be able to produce colors outside your general's color identity—so if you're playing a Lord Tresserhorn deck and you Clone your opponent's Jenara, Asura of War, for example, you still won't be able to make white mana with Exotic Orchard to activate the ability.) All that said, if you can't afford to spend $150 or more on your mana base, there are some budget options. The Ravnican bouncelands (aka Karoo lands) are great in EDH—they help fix your colors and essentially put an extra land in your hand. Terramorphic Expanse and its new sister Evolving Wilds can be used to find whichever basic land you need. For 3-color "shard" decks, there's the uncommon land cycle from Shards of Alara; the vivid lands from Lorwyn can also be used in a pinch, as can the refuge lands from Zendikar. If you're on a tight budget, you might find it easier to build a shard color combination than a wedge, since there are more allied-color lands than enemy-color lands.
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Ramp
When it comes to ramping your mana, if your general has green in its color identity, you're on easy street. Cards that destroy lands en-masse like Armageddon are considered taboo by most EDH playgroups, so cards that get extra lands into play are pretty surefire ways to ramp. Kodama's Reach (and its new non-arcane counterpart Cultivate), Explosive Vegetation and Skyshroud Claim are all gold-standard ramp cards. Land auras like Wild Growth, Fertile Ground and Overgrowth can be effective too, but they leave you vulnerable to Strip Mine and Avalanche Riders. If you don't have access to green, you're going to have to rely on mana rocks for ramp effects. Sol Ring is definitely the best option here; you can pick up a white-bordered one for around $5-10 (frankly, you should get ones for your green decks too). Its cousin Mana Crypt, on the other hand, is in the vicinity of $100 a pop—firmly outside most players' budgets. In between those extremes, we've got Grim Monolith, Mana Vault, and Gilded Lotus. Thran Dynamo, Worn Powerstone and Basalt Monolith are uncommons and each under $5.
Mana rocks can also help fix your colors. Coalition Relic is an all-star in decks with a lot of colors. The Signets, the Talismans (allied colors only), and Fellwar Stone can help shore up your mana base.
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Not a mana rock—but still a form of colorless ramp—is Solemn Simulacrum (aka Sad Robot); an excellent early game play, the robot gets you an extra land when it enters and draws a card when it inevitably dies.
Card Draw
Drawing more than the standard one-card-per-turn is really important in EDH. Multiplayer games are battles of attrition, and you're going to want to make sure you always have gas in the tank. As you may know, some colors are better at this than others: blue is a natural at drawing cards, and black is no slouch either. Green has some ways to draw cards, but they (mostly) depend on having either a lot of creatures, one large creature, or having lots of large creatures.
White and red, however, have... not much to speak of. Mesa Enchantress and... Kor Spiritdancer, I guess, in white. Red's got... Browbeat? (Don't play Browbeat.) Card draw's just not in that part of the color pie; if your general doesn't have access to blue, black or green, you'll again have to turn to artifacts to fill in the cracks. Mind's Eye is a good way to draw a lot of cards, if you have the mana to spend. If your deck can make a lot of X/1 creatures, Skullclamp is there to turn them into new cards. If your creatures have flying, unblockable or double strike, Mask of Memory and Sword of Fire and Ice will help. If your deck gains lots of life, try Well of Lost Dreams.
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In truth, those artifacts aren't enough to fill the gaps. Unless you're looking for a real uphill deckbuilding challenge, it's best to avoid generals that don't have any blue, black or green in their color identity.
Removal and Board Wipes
Make sure to include a handful of removal spells and board wipes to keep your opponents in check. The goal is to have some response to their most powerful move—Nature's Claim their Beastmaster Ascension before they attack with 10 creatures—Swords to Plowshares their Rafiq that's attacking for 22—Counterspell their Time Stretch, etc.
Be on the lookout for removal spells that remove two or more things (artifacts and enchantments especially) at once: Return to Dust, Hull Breach, Decimate, Aura Shards, etc. Since most board wipes only destroy creatures, it's crucial to make sure opposing Rhystic Studies and Doubling Seasons don't stick around for the whole game. (Speaking of Rhystic Study—if you or your LGS have got any old boxes of Prophecy bulk, check for copies of this 3 CMC common. It might look underwhelming, but you'll be shocked at how many cards this can draw you in a four or five-person game!)
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Speaking of board wipes—EDH games are long and full of ups and downs, and if you want a chance to make a comeback when you've fallen behind, you'll want a board wipe to even the playing field.
White, of course, has the greatest variety of board wipes: Wrath of God and Day of Judgment are clean and efficient; Hour of Reckoning, Mass Calcify, and Soulscour can be near-one-sided board wipes in the right decks; and Martial Coup can leave behind a batch of tokens. Austere Command is probably the strongest due to its modality, but don't overlook Rout either—casting a wrath at instant speed is likely to catch other players off-guard. Black is the next best color at wiping the board. Damnation costs a pretty penny right now, but is the most mana-efficient. Living Death sees a lot of play, and is a good reason to play graveyard-hate cards like Tormod's Crypt. Decree of Pain is an all-star; in addition to clearing the board you'll typically draw at least 10 cards off this one.
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Red's mostly got board wipes that clear off small to mid-sized creatures. If you want to kill something big like an Inkwell Leviathan, you're gonna have to invest a ton of mana into an Earthquake or Starstorm. Although we did just get Chain Reaction in Rise of the Eldrazi, which I have high hopes for. Keep an eye out for that one!
The closest Blue's got to board wipes are mass-bounce cards like Evacuation, Inundate and Kederekt Leviathan. Expect to see more of these played at instant speed now that blue decks have a second Vedalken Orrery with the newly-printed Leyline of Anticipation. Green doesn't really have board wipes. It's got some Windstorm effects for clearing away flying creatures, but that's it. How many removal spells and board wipes should you have in a deck? Well, that can vary depending on your strategy, but I'd say that on average decks are playing 4 of each.
Threats and Win-Conditions
So far we've covered color-fixing, ramp, card draw, removal and board wipes: all things needed to get your deck off the ground and preventing your opponents from getting too far ahead. But now we need some haymakers to actually win the game! You have a lot of flexibility here; go raid your trade binder and pull out some big splashy creatures! Kaervek the Merciless, Hamletback Goliath, Stormtide Leviathan, Godsire! Keep an eye out especially for large creatures that have some effect when they enter the battlefield or die; the new Titan cycle from M11, for example, or something like Magister Sphinx. They get you value even if one of your opponents wipes the board the turn after you cast them. Likewise, giving your creatures haste is a big plus—Lightning Greaves is a must-have card for EDH.
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Large creatures are great, but you'll want a big sorcery or two to really bring the hammer down and finish the game. I've mentioned some of these already: Time Stretch, Insurrection, Tooth and Nail, etc. That, or have some sort of infinite combo that you can assemble that wins you the game. Kiki-Jiki + Pestermite is an obvious example, but there are lots of others that are too inefficient to see play in Extended or Legacy that you can use in EDH.
Thanks for reading
That's all from me! I hope this helps you have a fun time playing Elder Dragon Highlander! The difference in scale can take some getting used to, but once you do, you can get a ton of mileage out of your deck; since EDH is non-rotating and only a handful of cards from each new set get played in the format, you can comfortably go a year without making any upgrades to a deck and still have it be in fighting shape. The format moves very slowly. Hopefully this means that the advice in this guide, from 2010, will be applicable years and years from now! [DISCLAIMER: most of it isn't]
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bagel-the-cardslinger · 3 months ago
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I hate shocklands
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adamidyrazlan · 10 months ago
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Total pool before RVR internal sales : rm122.30
Akmal beli RVR : 36.50 (pending 2 shocklands )
Nik beli RVR : (pending shocklands 219 + others 58.5)
Hizwan beli RVR : (pending 1 retro stomping ground)
Adam beli RVR : 47.10 (pending 1 guardian project anime)
TOTAL : 195.9 (pending X Kira) tolak rm180 3session n rm15 clear sleeves tinggal 90sen.
Hmm mcm nk edit Cara lain tp mcm confusing, so aku park je sini dulu papehal senang nk tgk balik, tp dlm grp aku just post cmni
Pool after MKM pre release : RM300.90 (owe nik rm22)
Adam : rm18 (coc) +rm54 (guardian anime) =rm62
Current pool : 362.90
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mtgacentral · 1 year ago
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stupidstupidratcreatures · 1 year ago
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🔥gimme an mtg opinion
i don't know how contentious this is but i really do think fetchlands have made the game as a whole (specially modern) kinda unambiguously worse [insert the "every single word on the card is beneficial" graphic] and should just be banned from modern and probably also legacy until we figure out what the fuck is going on. semi-related lands opinion land hate and especially nonbasic hate should make a comeback in a big way. i'm realizing as i type this it would probably make treasures in general and especially the BR thing in standard rn even more of a problem but like they can figure out how to deal with that probably
also i think at least in heavy multicolor sets/blocks the baseline rarity for the set's "good" duals (shocklands et al) should be uncommon, if not given their own "guaranteed at least one" rarity like they do with basics (this latter one could probably enable 5C decks too hard (which is why nonbasic hate should be more accessible))
i have some crank opinions too but i can't articulate those coherently enough rn so you get the normie one
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goqmir · 3 months ago
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mtgtips · 1 year ago
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Magic the Gathering tip: Myra says i’m supposed to be advertising the park more so todays tip is go to the Astrotorium we’re doing a promotion where every 30th customer gets a free shockland. that’s a joke i’m kidding actually please don’t tell anyone i said that i need this job
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markrosewater · 2 years ago
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If/ when, triome shocklands with “pay 3 life”? Or is it too powerful 🤔
Not a play designer, but my gut is too powerful.
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